Mazmorra de Pandala
Elemental Heart of Pandala
This dungeon changes elements depending on the day: air, fire, water or earth. The base mechanics are the same, but resistances and Damage change.
Nv. 200+Medium
corundums
Resumen
Key data
Present monsters
Vitalidad
PA
PM
Tierra
Aire
Fuego
Agua
Neutral
Aerial Primitive Fungi
Damage
De 4700 a 5100PdV
12PA
20PM
Key resistances
+16%
+60%
-20%
+21%
+25%
Important drops
Air Elemental Artefact
100 %
Air Elemental Artefact
15 %
Aquatic Primitive Fungi
Damage
De 4700 a 5100PdV
12PA
10PM
Key resistances
-20%
+16%
+21%
+60%
+25%
Important drops
Water Elemental Artefact
100 %
Water Elemental Artefact
15 %
Incandescent Primitive Fungi
Damage
De 4700 a 5100PdV
12PA
10PM
Key resistances
+16%
+21%
+60%
-20%
+25%
Important drops
Fire Elemental Artefact
100 %
Fire Elemental Artefact
15 %
Earthly Primitive Fungi
Damage
De 4700 a 5100PdV
12PA
10PM
Key resistances
+60%
-20%
+16%
+21%
+25%
Important drops
Earth Elemental Artefact
100 %
Earth Elemental Artefact
15 %
Aerial Crystal Golem
Damage
De 5200 a 5600PdV
12PA
4PM
Key resistances
+21%
+60%
-20%
+25%
+16%
Important drops
Air Elemental Artefact
100 %
Air Elemental Artefact
15 %
Aquatic Crystal Golem
Damage
De 5200 a 5600PdV
12PA
4PM
Key resistances
-20%
+25%
+21%
+60%
+16%
Important drops
Water Elemental Artefact
100 %
Water Elemental Artefact
15 %
Incandescence Crystal Golem
Damage
De 5200 a 5600PdV
12PA
4PM
Key resistances
+21%
+25%
+60%
-20%
+16%
Important drops
Fire Elemental Artefact
100 %
Fire Elemental Artefact
15 %
Earthly Crystal Golem
Damage
De 5200 a 5600PdV
12PA
4PM
Key resistances
+60%
-20%
+21%
+25%
+16%
Important drops
Earth Elemental Artefact
100 %
Earth Elemental Artefact
15 %
Aerial Rock of Plenty
Damage
De 5000 a 5400PdV
12PA
7PM
Key resistances
+25%
+60%
-20%
+16%
+21%
Important drops
Air Elemental Artefact
100 %
Air Elemental Artefact
15 %
Aquatic Rock of Plenty
Damage
De 5000 a 5400PdV
12PA
7PM
Key resistances
-20%
+16%
+25%
+60%
+21%
Important drops
Water Elemental Artefact
100 %
Water Elemental Artefact
15 %
Incandescent Rock of Plenty
Damage
De 5000 a 5400PdV
12PA
7PM
Key resistances
+25%
+16%
+60%
-20%
+21%
Important drops
Fire Elemental Artefact
100 %
Fire Elemental Artefact
15 %
Earthly Rock of Plenty
Damage
De 5000 a 5400PdV
12PA
7PM
Key resistances
+60%
-20%
+25%
+16%
+21%
Important drops
Earth Elemental Artefact
100 %
Earth Elemental Artefact
15 %
Dungeon boss
Molten Aerial Soul
ControlCharacteristics
12000PdV
18PA
5PM
Key resistances
+20%
+60%
-20%
+20%
+20%
Important drops
Air Elemental Artefact
100 %
Dungeon boss
Molten Aquatic Soul
ControlCharacteristics
12000PdV
18PA
5PM
Key resistances
-20%
+20%
+20%
+60%
+20%
Important drops
Water Elemental Artefact
100 %
Dungeon boss
Molten Incandescent Soul
ControlCharacteristics
12000PdV
18PA
5PM
Key resistances
+20%
+20%
+60%
-20%
+20%
Important drops
Fire Elemental Artefact
100 %
Dungeon boss
Molten Earthly Soul
ControlCharacteristics
12000PdV
18PA
5PM
Key resistances
+60%
-20%
+20%
+20%
+20%
Important drops
Earth Elemental Artefact
100 %
Boss spells
Effect
- Steals 51 to 60 HP (Air)
- state 42 (1 turn)
- 10% Erosion (2 turns)
Critical
- Steals 65 HP (Air)
- state 42 (1 turn)
- 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1
Effect
- 3% of attacker's missing HP (Air damage)
- Damage: 30 to 40 (Air)
- Roba 1 MP (1 turn)
Critical
- 5% of attacker's missing HP (Air damage)
- Damage: 45 (Air)
- Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1
Effect
- Damage: 40 to 45 (Air)
- state 7 (1 turn)
- 1000 Vitality (3 turns)
Critical
- Damage: 50 (Air)
- state 7 (1 turn)
- 1500 Vitality (3 turns)
No line of sightPer turn: 1
Boss spells
Effect
- Damage: 40 to 45 (Water)
- state 7 (1 turn)
- 1000 Vitality (3 turns)
Critical
- Damage: 50 (Water)
- state 7 (1 turn)
- 1500 Vitality (3 turns)
No line of sightPer turn: 1
Effect
- Steals 51 to 60 HP (Water)
- state 42 (1 turn)
- 10% Erosion (2 turns)
Critical
- Steals 65 HP (Water)
- state 42 (1 turn)
- 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1
Effect
- 3% of attacker's missing HP (Water damage)
- Damage: 30 to 40 (Water)
- Roba 1 MP (1 turn)
Critical
- 5% of attacker's missing HP (Water damage)
- Damage: 45 (Water)
- Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1
Boss spells
Effect
- Damage: 40 to 45 (Fire)
- state 7 (1 turn)
- 1000 Vitality (3 turns)
Critical
- Damage: 50 (Fire)
- state 7 (1 turn)
- 1500 Vitality (3 turns)
No line of sightPer turn: 1
Effect
- Steals 51 to 60 HP (Fire)
- state 42 (1 turn)
- 10% Erosion (2 turns)
Critical
- Steals 65 HP (Fire)
- state 42 (1 turn)
- 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1
Effect
- 3% of attacker's missing HP (Fire damage)
- Damage: 30 to 40 (Fire)
- Roba 1 MP (1 turn)
Critical
- 5% of attacker's missing HP (Fire damage)
- Damage: 45 (Fire)
- Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1
Boss spells
Effect
- Damage: 40 to 45 (Earth)
- state 7 (1 turn)
- 1000 Vitality (3 turns)
Critical
- Damage: 50 (Earth)
- state 7 (1 turn)
- 1500 Vitality (3 turns)
No line of sightPer turn: 1
Effect
- Steals 51 to 60 HP (Earth)
- state 42 (1 turn)
- 10% Erosion (2 turns)
Critical
- Steals 65 HP (Earth)
- state 42 (1 turn)
- 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1
Effect
- 3% of attacker's missing HP (Earth damage)
- Damage: 30 to 40 (Earth)
- Roba 1 MP (1 turn)
Critical
- 5% of attacker's missing HP (Earth damage)
- Damage: 45 (Earth)
- Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1
Guía táctica
Strategy
1
Before entering: This dungeon changes elements depending on the day: air, fire, water or earth. The base mechanics are the same, but resistances and Damage change. It involves positioning, control of MP and great care with the lines and diagonals of the elemental hearts.
2
Room 1: Rock of abundance is usually a priority. Heals, gives MP to allies, adds erosion, and makes the fight longer if you leave her alive. If you want a clean room, start there.
3
Room 2: The Crystal Golem is slow, but can get dangerous if it reaches 15 AP. Don't let him accumulate comfortable shifts. If he approaches you, control MP or push him away before he activates his killing blow.
4
Boss: What does molten elemental Rangema do?: The boss starts invulnerable and is heavy. Range start summons four elemental hearts. If a player is in a line or diagonal with a heart and takes damage, they may die from Rangeunfortunate injury. Furthermore, the hearts exchange positions in a cycle. That matters a lot to place the boss.
5
How to remove vulnerability: For remove invulnerability, the boss must **end his turn 2 squares from the heart of his same element**. If the boss is Molten Aquatic Soul, he should end up near the water heart. If it is Molten Earthly Soul, close to the heart of the earth, and so on with each variant. Eye: Hearts can swap positions at the start of the boss's turn. If it's time to exchange, place the boss close to the heart that will occupy the correct position, not just where it is now.
6
extra: The typical mistake is to stay aligned with a heart while someone takes damage. Don't play automatic. Look at hearts, lines and diagonals every turn. Here the fight is won more with map than with raw damage.
Progreso
Associated achievements
Heart Excavation Emote Scroll: Elemental
10 ptsDefeat Elemental Heart of Pandala in his dungeon.
Heart Emote Scroll: Elemental (Last position)
10 ptsBeat the boss in last position.
Heart Emote Scroll: Elemental (Sticky)
10 ptsBeat the boss as a team.
Heart Emote Scroll: Elemental (Duo)
20 ptsDefeat the boss with a maximum of 2 characters and in less than 20 turns.


